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So, I took your advice to heart and did a redesign of the metamorph class. Removed some moves that were either game-breaking or unnecessary, added some that I felt fit the theme of the class (horrific affront to nature), made the existing moves more interesting and I feel made a much better product as a result, though I'm sure it could still use improvement. Also decided to change the name to The Abomination as it seems to fit the class better. Here it is for your perusal
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# ? Jun 8, 2024 10:35 |
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Me and Lemon Curdistan argued a bunch about The Elf but it's totally ready now, just for you guys. Halfling or Dwarf next, probably Halfling.
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Rulebook Heavily posted:Me and Lemon Curdistan argued a bunch about The Elf but it's totally ready now, just for you guys. 1. Morningwood? Really? 2. Elfshot in auto kill against most foes, since in Dungeon World you don't do damage against helpless foes (you kill them). The great majority of enemies this would work on would be dead, and it's a 2-5 move. 3. Combining this with Silent But Deadly (which is a term that means farts) means that most of the time, the party is a hindrance. With your elf-magic, you can be invisible until you attack again, as long as you'd like.
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Golden Bee posted:3. Combining this with Silent But Deadly (which is a term that means farts) means that most of the time, the party is a hindrance. With your elf-magic, you can be invisible until you attack again, as long as you'd like. Elves are like ninja. One elf in the woods is an invisible hunting terror. An elf in an adventuring party is a fighter/mage with a bow.
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Golden Bee posted:1. Morningwood? Really? Also a term that means farts: Silent Assassin. Congrats on spotting those! RBH was a little worried they might be too subtle. Golden Bee posted:2. Elfshot in auto kill against most foes, since in Dungeon World you don't do damage against helpless foes (you kill them). The great majority of enemies this would work on would be dead, and it's a 2-5 move. In Dungeon World, you don't roll to attack helpless foes, you deal damage to them: p.56 posted:If the enemy isn’t prepared for your attack—if they don’t know you’re there or they’re restrained and helpless—then that’s not hack and slash. You just deal your damage or murder them outright, depending on the situation. Nasty stuff. Only rarely will you murder someone outright. Elfshot will put someone temporarily asleep instead of dealing damage, on a 10+ only, until something wakes them up (a loud noise, falling to the floor, their being stabbed). On someone important whom you don't want to die, assuming Elfshot is even capable of affecting them, that's going to be a single free damage roll, something you'd already get for mobbing or flanking the enemy. On a 3-7HP mook, you just wasted an opportunity to kill them when they were going to die in a single attack anyway. Golden Bee posted:3. Combining this with Silent But Deadly (which is a term that means farts) means that most of the time, the party is a hindrance. With your elf-magic, you can be invisible until you attack again, as long as you'd like. It's a 6-10 move, you're an elf (you know, elven rangers?) and you're not normally invisible; you don't reveal yourself when you fire from a hidden position. They're not the same thing. Being able to stay hidden while firing doesn't suddenly void the end condition on Elder Arts' invisibility ability, so if you want to blow a point of your limited, per-day hold on making yourself invisible before you shoot, hey, it's up to you. Being crazy stealthy in woods is sort of an elf thing. Lemon-Lime fucked around with this message at 23:11 on May 18, 2013 |
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While I was working on the Beguiler, I came up with a few ideas for another compendium class. I'm sure it could be stretched into some kind of Prince of Persia/Chrono Trigger core class but I think that it makes an OK compendium class too. It still needs a name, but other than that!Escortmission posted:THE GUY WHO DOES TIME TRAVEL AND ALTERNATE REALITY STUFF
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Totally effing sweet race playbook! I'm really looking forward to seeing the other race playbooks! Rulebook Heavily posted:Halfling or Dwarf next, probably Halfling. And then Half-orc and Gnome, right? Right? ![]() Ich fucked around with this message at 02:31 on May 19, 2013 |
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It's been too drat long since I got my Dungeon World on. So, Sage and Adam are taking the Barbarian away from the old D&D "rage monster" to the more Conan-esque "gigantic melancholies and gigantic mirths" angle. And that's cool. But it means there's thematic space available for The Berserk! Like I did with the Gladiator, I wanted to play with some new mchanical widgets for this class. In the Berserk's case, I came up with a way of modeling rage that I think avoids the "tactical consideration" feel of the binary raging/not raging approach D&D takes. I also came up with a mechanic that handles the "you're an out of control rage maniac" risk without turning into "you don't get to play your character any more" bullshit. This is still in pretty rough form. It's got a full set of moves, alignments, and lodges (instead of races), but no fluff or equipment yet. Move names are definitely temp. It's also completely untested; stuff may be totally busted all to hell. Still, I'm turning it loose in this thread for my fellow goons to rip apart. GimpInBlack fucked around with this message at 07:03 on May 19, 2013 |
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So me and Mr. Damage Control are working on a thing. I dunno if he wants to talk about it flat-out yet but I was hopping for some feedback on a move or two. It's not strictly for Dungeon World, but it is based on simple world and much of the same logic applies. Below is a starting move for the "Tactician" playbook. Words Of Encouragement. When you Bolster your voice with your mystic power to aid your comrades, roll +Majesty. On a 10+ choose 3, on a 7-9 Choose 1. *Their mind is shaken clear of any doubt, fear, or confusion. *They heal 1 damage. (damage works differently) *They take +1 forward to Out for Blood.(essentially hack and slash) *You do not open yourself up to retribution. Another starting move is: Threads of Battle Laid Bare. When you use Sharp Senses (basic move, similar to discern realities) on a battlefield, you may add the following questions to the list of questions you may ask. *What is a weakness of my foe I can exploit? *What part of the environment can I exploit? Also, when acting on the answers to defeat a foe or protect an ally, take +1 forward. A final simple one Calculated Strikes When you use Out For Blood, you may roll +Gnosis instead of +Might. Do these moves interest people? Do they follow the simple world paradigm for moves well enough?
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I sometimes have a hard time coming up with questions for my players (after 12 sessions, I figure I've asked a minimum of 66!) If you want more, the Smallville Roleplaying Game has tons and tons of questions in its character generation system. Things like "Is there Anything that can stand in your way?" or "If your sister was being threatened by an ex-boyfriend, would you make him disappear?"
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axelsoar posted:So me and Mr. Damage Control are working on a thing. I dunno if he wants to talk about it flat-out yet but I was hopping for some feedback on a move or two. It's not strictly for Dungeon World, but it is based on simple world and much of the same logic applies. Below is a starting move for the "Tactician" playbook. The trigger on this one seems a little wordy. I'd make it a little more concise--taking inspiration from the bard, maybe something like "when you aid your fellows with words of power." That's largely an aesthetic thing, other than that it looks pretty good. At least, without knowing any more about your specific system, anyways. quote:Another starting move is: I'd consider phrasing the questions with a bit more punch: "Where is my foe at their weakest?" and "What feature of the environment would grant me the greatest advantage if I seized it?" These encourage decisive, significant answers and imply a clear course of action within the fiction. Also, you don't really need the "to defeat a foe or protect an ally" clause there. It's a move for use in battle about exploiting weaknesses and seizing advantage, it's already going to be used that way 99% of the time, and all the restriction does is lock out players who come up with something crazy and unexpected and cool. quote:A final simple one This one I'd change. Straight-up "sub X for Y" moves aren't very interesting. At least give it some kind of fictional trigger to key off of, even if it's a trigger that can be met pretty much all the time. Something as simple as "when you fight with cold precision" at least pushes the player to narrate her actions in a particular way and says something interesting about the character. Unrelated, The Berserk has been filled out with all the proper makings of a new class, and I tweaked several of the moves to give it a tighter thematic focus on "taking tons of damage and dishing out tons of punishment." Feedback is definitely appreciated. I think next up is going to be The Rogue, for all your Errol Flynn/Han Solo/Sanjuro "charming scoundrel" needs.
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So I was looking at the basic moves and remembered how terrible Bolster is. Would it break anything to make it give 1 Hold for hours, 2 Hold for days, and 3 Hold for a week? It's still not that great, but it could at least get some use then.
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Has anyone done a playbook for something like the Honor-Bound Warrior? I was thinking of something that would replicate characters like Samurai, Chivalrous Knights, etc. I saw wrl's Knight-in-progress but it seems to have a focus on the traditional European Knight with its mount and everything and I was kind of looking for something a bit more general in regards to the archetype. I've never made a playbook before but if this a niche that hasn't already been filled I might try my hand at it.
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GimpInBlack posted:The trigger on this one seems a little wordy. I'd make it a little more concise--taking inspiration from the bard, maybe something like "when you aid your fellows with words of power." That's largely an aesthetic thing, other than that it looks pretty good. At least, without knowing any more about your specific system, anyways. Yeah, it is a bit wordy, though going for a bard ascetic is not quite in theme with the game. Still, what you said works well. quote:I'd consider phrasing the questions with a bit more punch: "Where is my foe at their weakest?" and "What feature of the environment would grant me the greatest advantage if I seized it?" These encourage decisive, significant answers and imply a clear course of action within the fiction. Also, you don't really need the "to defeat a foe or protect an ally" clause there. It's a move for use in battle about exploiting weaknesses and seizing advantage, it's already going to be used that way 99% of the time, and all the restriction does is lock out players who come up with something crazy and unexpected and cool. So it should just be +1 forward when acting on the answers? Or remove that part entirely? quote:This one I'd change. Straight-up "sub X for Y" moves aren't very interesting. At least give it some kind of fictional trigger to key off of, even if it's a trigger that can be met pretty much all the time. Something as simple as "when you fight with cold precision" at least pushes the player to narrate her actions in a particular way and says something interesting about the character. I was worried about the Tactician having to care about three stats, since I want them to be able to hit people in combat well enough as well as inspire allies and out-think foes.
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MagnesiumB posted:Has anyone done a playbook for something like the Honor-Bound Warrior? I was thinking of something that would replicate characters like Samurai, Chivalrous Knights, etc. I saw wrl's Knight-in-progress but it seems to have a focus on the traditional European Knight with its mount and everything and I was kind of looking for something a bit more general in regards to the archetype. I've never made a playbook before but if this a niche that hasn't already been filled I might try my hand at it. It's the Paladin! Give them a mount move (perhaps in exchange for Lay on Hands) and you're all the way there.
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axelsoar posted:I was worried about the Tactician having to care about three stats, since I want them to be able to hit people in combat well enough as well as inspire allies and out-think foes. Well, there are two points in regard to that. First: is the tactician supposed to be good at fighting or amazing at fighting? A +1 is enough to be good at something; a +2 or higher is amazing at something. Since PCs are supposed to be amazing at whatever their Main Deal is, you don't want to split their distinctive class moves among too many stats - but you can be respectable at fighting without worrying about Strength or Dex all that much, really. Second: If you feel that you have to have a stat swap, at least make it interesting. For example: "When you press an advantage of position or terrain, you may use Gnosis instead of Might on your Out For Blood check" is still usable in most fights, but involves actually describing the tactician doing interesting tactical things and adding to the story.
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axelsoar posted:I was worried about the Tactician having to care about three stats, since I want them to be able to hit people in combat well enough as well as inspire allies and out-think foes. Use different stats to pare this down instead of giving them a boring flat stat replacement move. Alternately, a Tactician doesn't need to be good at hitting people too. They direct and inspire people naturally, but getting in and beating people up while they're at it is up to them.
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djw175 posted:So I was looking at the basic moves and remembered how terrible Bolster is. Would it break anything to make it give 1 Hold for hours, 2 Hold for days, and 3 Hold for a week? It's still not that great, but it could at least get some use then. Eh, I don't think it's all that bad, I just wish more class moves worked off it, or if each class had a cool thing they could exchange Preparation for.
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The problem is that you don't really want a class move to hinge on a thing you have to sit around for days or weeks for. It's more for doing big deal research or rituals or getting ready to take down something really big than heading out on the typical adventure, and chances are pretty good you've got cool things to be doing right now if you're playing Dungeon World. It feels a lot more like a special rule they figured they'd toss in than a core aspect of the game.
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When You Are A Spy You may exchange Preparation for the following on a one-for-one basis: -You quickly prepare something from what's available that helps you in this situation -You create a large enough distraction to slip away -You will know where one NPC who is present goes after you're separated It Pays to Be Prepared for Anything Every time you Make Camp, gain one Preparation. A little something like this?
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Am I missing something on Preparation being a core thing in the DW book or is it something from one of the playermade playbooks?
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Fenarisk posted:Am I missing something on Preparation being a core thing in the DW book or is it something from one of the playermade playbooks? It's in the Bolster move. It's not all that useful as-is, but it has potential.
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Here's the release candidate for The Slayer. Please proofread it, critique it, playtest it, tell me what works and what doesn't, so I can put out a v1.0 for the OP! Juggled some of the moves around, split up a couple of them, finally managed to fill out both lists. Lord of Bones was nearly called Coat of Arms, but I thought that was too goofy. I'm pleased with how Exorcist turned out, I think it's one of the more interesting moves now. Tools of the Trade still feels a bit weird, I'm not sure how well it'll work in an actual game, but I'll be keen to find out.
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Boing posted:Here's the release candidate for The Slayer. Please proofread it, critique it, playtest it, tell me what works and what doesn't, so I can put out a v1.0 for the OP! I do not have permission to view this file.
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Oops, fixed!
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Speaking of, I've been formatting my edit of Kai Tave's warlord into a character sheet. This is 95% Kai's work, I just kept the older version of Direct the Strike which I liked better, then figured out Background moves: https://dl.dropboxusercontent.com/u/15337665/The%20Officer.pdf It's called "The Officer" because "warlord" doesn't describe a dude who is part tactician, part in the thick of it. Feedback on the Background moves is welcome, because it's otherwise done.
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So, instead of working on another playbook right now, i've returned to one of my previous DW projects. Here's a few magic items from it.quote:The Black Compass
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Because I'm entirely incapable of getting myself to sit on one idea at a time, I went ahead and made a compendium class all about using ley lines like they're both the internet and grind rails. Here's The Conduit! My only real concern here is that maybe something else should be the proper starting move instead of Netslide, but I can't decide which I should swap it to. I'm also curious if I should clarify line being ignited more or if that comes through fine in the flavor text. I opted to let you choose the stat you use for the class because compendium classes tend to suffer from cool ideas you might want being stat restrictive to your main class, and also because I can think of good reasons for each of the six stats to allow you to channel the ley lines so forcing it into one stat seems kind of silly. It results in there being two moves you get when you choose the class, but since one of the moves just decides what you roll for the rest of the class it's at worst a formatting issue.
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Working on a class prototype and I'd like some feedback. The class is the Sorcerer, loosely based on the D&D class of the same name, which is focused around the idea of channeling the power latent in the dragon's blood in your veins. ![]() I took some ideas from both the 3.x and 4th edition D&D incarnations of the sorcerer in D&D: in 3rd edition, the sorcerer had the same spell list as the wizard but didn't need to prepare his spells and could cast them more often. In 4th edition, the lack of Vancian casting made the spontaneous casting obsolete, but they gave the sorcerer its very own completely new spell list which was pretty rad (even if it was mostly full of explosion spells). So in short, I am trying to capture both the "spontaneous, frequent" casting of the 3rd edition sorc while also making his spell list completely different in flavor from the wizard's. This time around, the spells focus on manipulating elements, manipulating people, and physical transformations (dragon wings, claws, etc.) Also, I came up with an entirely new mechanic for casting that's kind of like the love child of the Wizard's spell casting and Druid's shapeshifting. Instead of casting a spell one off, the Sorcerer has a malleable list of active "aspects" that give you access to a new move as long as that aspect is active. The number of aspects you can have active is limited by your level. Anyway, that's a lot of ![]() ALSO: The alignment stuff will make more sense when I write up the fluff. In my homebrew setting, Dragons are obsessed with money and contracts and power. pre:Sorceror Stats: Damage: d6 HP: 6+Con Alignment: Lawful: Complete a contract for material gain. Chaotic: Take a big risk for material gain. EVil: Betray a promise for material gain. Race Lizardman: Your people are the proud descendents of dragons. Choose one extra draconic heritage. Human: Your powers inspire fear in others, making you an outcast. (Some power related to Awesome Presence here) Class Moves: Awesome Presence: Whenever you attempt to awe someone with your force of personality, roll+cha. On a 7+, hostile NPCs will respect or fear you, while non-hostile NPCs will do their best to help you. On a 10+, you also gain +1 forward against them. On a miss, they do as they like and you gain -1 forward against them. Draconic Heritage: Dragon's blood flows through your veins, giving you access to draconic power and attunement to the element associated with that type of dragon. Choose one: Red Dragon: Fire White Dragon: Ice Blue Dragon: Lightning Green Dragon: Acid You are immune to your dragon's element, and your elemental powers are infused with that element. Invoke Draconic Aspect: Whenever you channel your draconic heritage to invoke an aspect, roll+cha. On a 10+, you invoke the aspect. On a 7+, choose one: -You put yourself in a spot. -The invocation strains you mentally or physically: You take a handicap of the GM's choice. -The aspect is stuck and cannot be changed until you rest, and feel an overwhelming and negative draconic emotion(greed, paranoia, cruelty, etc) until the aspect is gone. The aspect gives you access to one or more new moves that can be used until you revoke the aspect. You may only have active aspects equal to your level. Aspects: Level 1: Hurl Elemental Bolts: You may hurl bolts of raw, elemental energy with the Volley basic move. Whenever you do, you may do 2d4 damage instead of your class damage and use the following options on a 7-9 instead of the standard Volley options: -You put yourself in a spot -Your bolts cause unintended damage or havoc. -Your raw power is out of control, and you deal 1d4 damage that ignores armor to yourself. Beguiling Words: Whenever you tell a lie that is at least somewhat plausible in the given the circumstance, roll+cha. On a 10+, NPCs who listen to you believe you fully. On a 7-9, choose one: -The NPCs almost believe you, but need further proof. -The NPCs believe you, but will understand that you magically tricked them later. On a miss, they believe you but their gullibility has unintended, negative consequences for you or your party. Sharp Claws, Thick Scales: Your fingers grow sharp claws and your skin becomes covered in hard scales. You gain +1 armor, and your hands are treated as close, messy weapons with a +1 damage bonus. Appraising Eye: Your senses become attuned to the desires of others and the value of things around you. Whenever you roll 7+ on discern realities, you automatically ask "What here is valuable to me?" in addition to the normally alloted questions. You also add "What do they desire most?" to the list of questions available to you. Level 3: Elemental Form: Whenever you assume a form associated with your element(a cloud of smoke, sheet of ice, an electric current, a splash of acid, etc) to accomplish one brief action, roll+con. On a 10+, you accomplish exactly what you set out to do. On a 7+, you are successful but there are unintendend consequences. On a miss, your transformation is botched and unsuccesful. Malign Aura: Whenever you manipulate the emotions of those around you, roll+cha. On a 10+, you make them feel exactly as you intended. On a 7+, they feel something close or similar to what you intended. On a miss, they feel something else entirely. Draconic Wings: You sprout massive, draconic wings which enable you to fly. These wings may also be used as a weapon with the reach and forceful tags. Serpant's Tongue: Whenever you tell someone what they want to hear, roll+cha. On a 10+, choose two. On a 7+, choose one. -They accidentally tell you something they didn't intend to. -You gain their implicit trust until you break it. -SOMETHING ELSE TO BE DETERMINED -ETC Prowave Tierdash fucked around with this message at 01:48 on May 21, 2013 |
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The aspect system is a cool take on spontaneous casting that should work very well in DW, I think. Would very much like to see it fleshed out. But I really want it to be a strength caster because there should be some class that casts spells through sheer muscle power and the sorcerer is perfect for that ![]()
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Boing posted:The aspect system is a cool take on spontaneous casting that should work very well in DW, I think. Would very much like to see it fleshed out. But I really want it to be a strength caster because there should be some class that casts spells through sheer muscle power and the sorcerer is perfect for that If you'll notice, gaining the move requires Cha, but using many of them actually requires physical stats: Elemental form requires constitution, Hurl Elemental Bolts takes dex to volley, using the claws/wings in melee combat still requires strength for hack and slash. This is intentional so that the Sorcerer doesn't suffer from the wizard's "one stat for everything" design flaw. Basically, every sorcerer will have a high charisma, but some will benefit from high strength if they plan on tearing things up with claws, others will want to fling fire bolts all day and will want high dexterity, etc. etc.
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So, why is the Sorcerer rolling twice for some spells?
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sentrygun posted:So, why is the Sorcerer rolling twice for some spells? Because after you roll to obtain the aspect, you never have to roll again unless you decide to change the aspect. Lets say sorcerer #1 already has Beguiling Words active and a guard begins to pester him about what he's doing in the king's treasury. Since he's prepared for the situation, he just gets to activate the move associated with beguiling words without having to roll to invoke an aspect. Sorcerer #2 was expecting combat instead, so he has Hurl Elemental Bolts instead of Beguilng Words. when the guard begins pestering him, he COULD choose to revoke Elemental Bolts and then Invoke Beguiling Words instead, which would require him to roll to successfully change his movelist up and then roll again to actually use the move. Or he could decide that it's a little too risky to change his aspect so he decides to just fry the guard with fire instead, requiring only one roll. It's more useful to think of invoking an aspect as actively changing your movelist on the fly, and not actually using the move. EDIT: This is also why the 7-9 consequences are so harsh- changing your movelist on the fly is pretty powerful. If you don't want to put yourself in danger, you have to either accept a semi-permanent penalty to actions of a certain stat, or be stuck with that aspect for the rest of the day, giving up versatility. If you're only level 3 and you decide to make Elemental Form (a level 3 aspect) "stuck," then Elemental Form is the move you'll be using all day. Prowave Tierdash fucked around with this message at 02:05 on May 21, 2013 |
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Seems more like a weird punishment for not being able to predict the future, which is a big downside to Vancian casting and the Wizard and Cleric classes already. I guess I'm expecting this to be less lovely to the player, not more.
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sentrygun posted:Seems more like a weird punishment for not being able to predict the future, which is a big downside to Vancian casting and the Wizard and Cleric classes already. I guess I'm expecting this to be less lovely to the player, not more. I seem to be one of the weird grognards who actually likes Vancian casting, especially as implemented in DW. This rough sketch has already received several sessions worth of playtest in my real life game, and it works better than you'd think: My player tends to roll around with Beguiling Words and Elemental Form most of the time and will sometimes go an entire day without changing up his aspects, but unlike the wizard/cleric he can change his moves on the fly if he's caught in a situation he isn't prepared for. In exchange for the versatility and reusability, I've tried to make the effects of the sorcerer's aspects less immediate and dramatic than the wizard/cleric spells.
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Not sure if anybody else is interested, but I really liked Desty's Merchant Prince and thought it was a shame that it wasn't a fancy playbook. Here are the Inkscape and PDF files in case anybody wants to edit them or whatever (This was my first time using it so things may look weird): http://www.mediafire.com/folder/l9tbzjy5xlyg1a3,jnxoqbfiun21o50,hs00can20letcf5,6mgilzkridx5pf5/shared If anybody sees anything I need to edit just let me know and I'll try to get in there and fix it. I didn't mean to change anything from the original but I may have since I was pretty tired while trying to do this. Overemotional Robot fucked around with this message at 04:29 on May 21, 2013 |
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Managed to get some playtesting done on the Beguiler tonight! I learned that the Beguiler's Cloak and Thoughtsend mechanics were surprisingly fun and rewarding, Daggers Behind Smiles didn't make much sense, and the Hypnotic Suggestion mechanic as written was kind of lame and hard to use properly. So I made some edits, threw out some moves that were garbage, installed put in some new ones, and I feel like it's really coming together. https://dl.dropboxusercontent.com/u/1017317/Beguiler.pdf It should only be missing Goals and a little more interesting equipment right now, and that can probably wait til morning.
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Is there a Puppetmaster-like class? If not I might try it for my first class. Or maybe a lawyer class. Either-or. Edit: By puppetmaster I mean using actual puppets, not like the mastermind.
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On that same note, is there a bounty hunter style class? I could have sworn I've seen one but my searches have turned up nothing.
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# ? Jun 8, 2024 10:35 |
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Basically anything that can track something cold be a bounty hunter, I'd reflavor the Slayer if I wanted to make one.djw175 posted:Is there a Puppetmaster-like class? If not I might try it for my first class. Or maybe a lawyer class. Either-or. My Diabolist is fairly lawyer-ish.
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